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Weekly Roundup – Finished Sea Maiden Edition

Well, it’s been several months in the making, but I finally finished the Sea Maiden. It took longer than I expected, but I also wasn’t working on it as intently as I would have liked. Article and pictures to come soon, though we’re more focused on the “Where to get Gamma World minis” articles at this point. So what went on in the blogosphere this week? Read on…

Sly Flourish had a great article on using the 5×5 method to design NPCs. It was originally meant to help design adventure hooks, but we think this is an innovative new use for the technique. Not only do you get some cool NPCs, but you have some hooks already built in!

Three separate blogs talked about the speed of a gaming session, and all three came at the discussion from different angles. Some Space to Think talked about RPG game pacing in general – how to make sure there are no lulls in your game. Arcane Springboard over at This is My Game made an argument for doing away with ongoing damage to speed up combat, and The Dungeon’s Master had general tips to speed up combat.

Ben’s RPG Pilereviewed the new set of Dwarven Forge wicked additions. Check it out; his articles always have nice pictures to illustrate the subject at hand.

Board Enterprises had some interesting thoughts about whether or not you should map out locations in your campaign. While a definitive solution to the problem was not presented, it certainly gave us something to think about.

Bartoneous over at Critical Hits had another great Architect DM article. We recommend you go check it out, if only to find out the answer to the question “How much damage can your average structure really take before collapsing? Assume barbarian w/axe, not explosives.”

Finally, over at Geek’s Dream Girl, there was a great article on using all 5 senses when you describe a scene for your PCs. Great advice in here, and something we’ve been thinking about for a while now. Theory is good, of course, but putting it into practice is better.